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By 1992, Interplay contracted with an old friend of Fargo's, [[Allen Adham]], and his partner, [[Michael Morhaime]],<ref name="fantastic">{{cite web |url=http://www.gamasutra.com/php-bin/news_index.php?story=25264 |title=GDC Austin: How Fantastic Contraption Became A Fantastic Hit |first=Simon |last=Carless |date=September 15, 2009 |work=[[Gamasutra]] |publisher= |accessdate=25 August 2010}}</ref> to create ''[[RPM Racing]]''. This was Adham and Morhaime's first contract to produce a game as [[Silicon & Synapse]] and was the one of the first of such finds for Fargo, who had an eye for recognizing talent in small development teams.<ref name="gsinterview">{{cite web |url=http://www.gamespot.com/news/2848761.html?tag=result%3Btitle%3B2 |title=GameSpot Interview with Brian Fargo |author=Trey Walker |date=February 9, 2002 |work=[[GameSpot]] |publisher= |accessdate=25 August 2010}}</ref> Adham and Morhaime eventually changed the name of their company to [[Blizzard Entertainment]], future developer of the ''[[Warcraft]]'', ''[[Starcraft (series)|Starcraft]]'' and ''[[Diablo (series)|Diablo]]'' franchises.
By 1992, Interplay contracted with an old friend of Fargo's, [[Allen Adham]], and his partner, [[Michael Morhaime]],<ref name="fantastic">{{cite web |url=http://www.gamasutra.com/php-bin/news_index.php?story=25264 |title=GDC Austin: How Fantastic Contraption Became A Fantastic Hit |first=Simon |last=Carless |date=September 15, 2009 |work=[[Gamasutra]] |publisher= |accessdate=25 August 2010}}</ref> to create ''[[RPM Racing]]''. This was Adham and Morhaime's first contract to produce a game as [[Silicon & Synapse]] and was the one of the first of such finds for Fargo, who had an eye for recognizing talent in small development teams.<ref name="gsinterview">{{cite web |url=http://www.gamespot.com/news/2848761.html?tag=result%3Btitle%3B2 |title=GameSpot Interview with Brian Fargo |author=Trey Walker |date=February 9, 2002 |work=[[GameSpot]] |publisher= |accessdate=25 August 2010}}</ref> Adham and Morhaime eventually changed the name of their company to [[Blizzard Entertainment]], future developer of the ''[[Warcraft]]'', ''[[Starcraft (series)|Starcraft]]'' and ''[[Diablo (series)|Diablo]]'' franchises.


Interplay continued to expand in the mid-1990s, adding licensed titles to its own [[intellectual properties]] such as ''[[Stonekeep]]'', by acquiring rights to the original ''[[Star Trek]]'' and creating a series of its adaptations. Fargo also continued to find talented small developers designing innovative games. One was [[Parallax Software]], whose demo game eventually became the hit game ''[[Descent (video game)|Descent]]''. Parallax, later renamed [[Volition, Inc.|Volition]], was eventually bought by [[THQ]]. In 1994, [[Universal Music Group|Universal/MCA]] bought a 45% stake in Interplay, which later went public in 1998.<ref name=ie>[http://www.inxile-entertainment.com/about inXile entertainment]</ref>
Interplay continued to expand in the mid-1990s, adding licensed titles to its own [[intellectual properties]] such as ''[[Stonekeep]]'', by acquiring rights to the original ''[[Star Trek]]'' and creating a series of its adaptations. Fargo also continued to find talented small developers designing innovative games. One was [[Parallax Software]], whose demo game eventually became the hit game ''[[Descent (video game)|Descent]]''. Parallax, later renamed [[Volition, Inc.|Volition]], was eventually bought by [[THQ]]. In 1994, [[Universal Music Group|Universal/MCA]] bought a 45% stake in Interplay, which later went public in 1998.<ref name=ie>[http://www.inxile-entertainment.com/about inXile entertainment] {{wayback|url=http://www.inxile-entertainment.com/about |date=20110713051838 }}</ref>


Interplay grew to over 600 employees at its zenith in the mid-1990s. One of the most successful groups within Interplay was formed during this period, [[Black Isle Studios|Black Isle]]. Black Isle focused on role-playing games and eventually included the games of a new developer called [[BioWare]], which was initially contracted by Interplay to make ''[[Shattered Steel]]''. The next game they developed for Interplay, through the Black Isle division, was ''[[Baldur's Gate]]'', which proved to be a big hit, followed by others, such as ''[[Icewind Dale]]'' and the critically acclaimed ''[[Planescape: Torment]]''. Black Isle's celebrated ''[[Fallout (video game)|Fallout]]'', which took some inspiration from ''Wasteland'' but was unique in its own right, was a personal project of Fargo, who served as its executive producer and was involved in setting the tone and sensibilities of the game.
Interplay grew to over 600 employees at its zenith in the mid-1990s. One of the most successful groups within Interplay was formed during this period, [[Black Isle Studios|Black Isle]]. Black Isle focused on role-playing games and eventually included the games of a new developer called [[BioWare]], which was initially contracted by Interplay to make ''[[Shattered Steel]]''. The next game they developed for Interplay, through the Black Isle division, was ''[[Baldur's Gate]]'', which proved to be a big hit, followed by others, such as ''[[Icewind Dale]]'' and the critically acclaimed ''[[Planescape: Torment]]''. Black Isle's celebrated ''[[Fallout (video game)|Fallout]]'', which took some inspiration from ''Wasteland'' but was unique in its own right, was a personal project of Fargo, who served as its executive producer and was involved in setting the tone and sensibilities of the game.

Revision as of 04:45, 8 November 2016

Brian Fargo
Brian Fargo during his keynote at the Game Developers Conference China 2011.
Born
Frank Brian Fargo

(1962-12-15) December 15, 1962 (age 61)[1]
OccupationCEO of inXile Entertainment

Brian Fargo (born December 15, 1962) is an American video game designer, producer, programmer and executive, and founder of Interplay Entertainment and inXile Entertainment.

Biography

Early life

A descendant of the family that created the banking giants Wells Fargo and American Express, Fargo was born in Long Beach, California, and grew up in Whittier and Newport Beach. The only child of Frank Byron Fargo and Marie Curtis Fargo, he attended Corona del Mar High School, where he participated in track and field and developed a desire to create video games after his parents bought him an Apple II computer in 1977.[1]

Brian Fargo wrote his first video game, Labyrinth of Martagon, with his friend Michael Cranford while still in high school.[2] The team's first widely distributed game was the graphical text adventure The Demon's Forge, which Brian self-published and guerilla marketed in 1981 (and was later re-released by Boone Corporation).[1][2][3] In 1982, Softline Magazine printed a letter from Fargo asking how On-Line Systems stored graphics in its graphic adventure The Wizard and the Princess.[4] During this time period he also wrote educational games for the World Book Encyclopedia.[citation needed]

Interplay

In 1983, Fargo founded Interplay Productions prior to landing his first contract in 1983 with Activision for Mindshadow,[5] a graphical text adventure game for the Apple II and Commodore 64. After the release of Mindshadow, Fargo hired an old high school friend and started work to create a role-playing game Bard's Tale for the Apple II and C64 for a then-new publisher Electronic Arts. Fargo subsequently co-designed Interplay's early RPGs, including the critically acclaimed Wasteland,[6] where a character named Faran Brygo is a play on his name.[7]

However, Interplay at the time was utilizing small development teams of one to three people to produce games for other companies to publish, which only allowed Interplay to break even at best. In 1988, Fargo decided to make the transition from a development house to a developer/publisher, adding the additional costs of production and marketing, with both the risk and possible reward of publishing successful games. The first title produced by Interplay in this era was the internally developed Battle Chess, followed by Quicksilver Software's Castles. The company was also experimenting at the time with new ideas and products such as Neuromancer, a video game version of the novel by William Gibson.

By 1992, Interplay contracted with an old friend of Fargo's, Allen Adham, and his partner, Michael Morhaime,[8] to create RPM Racing. This was Adham and Morhaime's first contract to produce a game as Silicon & Synapse and was the one of the first of such finds for Fargo, who had an eye for recognizing talent in small development teams.[9] Adham and Morhaime eventually changed the name of their company to Blizzard Entertainment, future developer of the Warcraft, Starcraft and Diablo franchises.

Interplay continued to expand in the mid-1990s, adding licensed titles to its own intellectual properties such as Stonekeep, by acquiring rights to the original Star Trek and creating a series of its adaptations. Fargo also continued to find talented small developers designing innovative games. One was Parallax Software, whose demo game eventually became the hit game Descent. Parallax, later renamed Volition, was eventually bought by THQ. In 1994, Universal/MCA bought a 45% stake in Interplay, which later went public in 1998.[10]

Interplay grew to over 600 employees at its zenith in the mid-1990s. One of the most successful groups within Interplay was formed during this period, Black Isle. Black Isle focused on role-playing games and eventually included the games of a new developer called BioWare, which was initially contracted by Interplay to make Shattered Steel. The next game they developed for Interplay, through the Black Isle division, was Baldur's Gate, which proved to be a big hit, followed by others, such as Icewind Dale and the critically acclaimed Planescape: Torment. Black Isle's celebrated Fallout, which took some inspiration from Wasteland but was unique in its own right, was a personal project of Fargo, who served as its executive producer and was involved in setting the tone and sensibilities of the game.

In 1996, the company expanded again, adding a division focusing on sports games called VR Sports and buying Shiny Entertainment. Fargo's goal in the acquisition of Shiny was to help Interplay transition into the console business, in addition to its successful PC game releases. That same year, Computer Gaming World ranked Fargo as the third most influential "industry player" of all time, as he "has shown both brilliant product vision and great business talents."[11]

In 1998, Interplay filed for an Initial Public Offering (IPO) of stock to fund future development and retire debt the company held. At the time, the market for IPOs had started to slow from the boom years of the early and mid-1990s, yet the need for capital drove Fargo to file the offering. Increased competition, less than stellar returns on Interplay’s sports division and the lack of console titles forced the company to seek additional funding two years later with an investment from Titus Software, a Paris-based game company. In 1999, the relationship between Fargo and majority shareholder Titus deteriorated, according to Fargo, due to a "different ideology of management".[9] In 2000, Titus exercised a majority control of Interplay, and as a result, Fargo resigned his position with the company.

In addition to his work at Interplay, Fargo also formed an online entertainment company Engage! with partner SoftBank in 1996, and sat on the board of Virgin Europe in 1998.[10]

InXile Entertainment

After leaving Interplay, Fargo looked to find outlets for his creative drive and founded inXile Entertainment in 2002, a video game developer and publisher that includes many former Interplay employees. The name inXile sprang from a joke for his post-Interplay career: initially, Fargo gave himself the title of "leader-in-exile" at the company.[12]

InXile Entertainment released a new Bard's Tale as one of its first titles, released by Vivendi Universal Games, but has found success in a new category of downloadable games, such as Line Rider and Fantastic Contraption.[8] The company also developed a major title for Bethesda Softworks, Hunted: The Demon's Forge.[13]

In 2012, inspired by the success of Double Fine Adventure's fan funded model, Fargo announced that he was going to attempt to fan-fund Wasteland 2 using the webservice Kickstarter. The project's fundraising campaign reached its $900,000 funding goal in its second day and Fargo said hopes that all of his future projects involve Kickstarter as it "offers all the freedoms that a developer hopes for."[14] The Wasteland 2 Kickstarter campaign ended on April 17, 2012, raising a total of $2,933,252, making it the third highest crowd funded video game on Kickstarter to date, with an additional $107,152 in PayPal pledges.[14][15]

On March 6, 2013, Fargo followed through on his promise to fund future projects through Kickstarter and launched Torment: Tides of Numenera, described as "a story-driven CRPG crafted in the tradition of Planescape: Torment and set in the world of Monte Cook's Numenera."[16] The project reached its goal of $900,000 in just six hours and went on to break the Kickstarter record for fastest project to reach $1 million. The previous record had been held by the Ouya video game console which reached $1 million in 8 hours 22 minutes; Torment reached this amount in less than seven hours.[17]

In May 2015 Fargo revealed The Bard's Tale IV and his intentions to launch a Kickstarter for it on June 2nd, 2015. It is a direct continuation of that story from the previous The Bard's Tale games.[18] The Kickstarter concluded on July 10th, 2015 with a final pledge total of $1,519,681 USD and 33,741 backers.[19]

Works

Year Title Role
1981 The Demon's Forge Designer, programmer, writer
1985 Tales of the Unknown: Volume I - The Bard's Tale Writer
1986 The Bard's Tale II: The Destiny Knight Writer
1986 Borrowed Time Writer
1986 Tass Times in Tonetown Director
1988 The Bard's Tale III: Thief of Fate Director
1988 Battle Chess Producer, director
1988 Wasteland Director
1989 Dragon Wars Producer
1989 Neuromancer Designer, director
1990 The Adventures of Rad Gravity Designer, programmer
1990 Total Recall Programmer
1990 Battle Chess II: Chinese Chess Producer
1990 Swords and Serpents Producer
1990 J.R.R. Tolkien's The Lord of the Rings, Vol. I Executive producer
1991 J.R.R. Tolkien's The Lord of the Rings, Vol. II: The Two Towers Executive producer
1991 Castles Designer, producer
1991 Track Meet Designer, producer
1992 Castles: The Northern Campaign Executive producer
1992 The Bard's Tale Construction Set Executive producer
1992 Battle Chess 4000 Executive producer
1992 Star Trek: 25th Anniversary Executive producer
1992 The Lost Vikings Executive producer
1992 Mario Teaches Typing Executive producer
1992 Castles II: Siege and Conquest Executive producer
1993 Clay Fighter Executive producer
1993 Claymates Executive producer
1993 Rags to Riches: The Financial Market Simulation Executive producer
1993 RoboCop Versus The Terminator Executive producer
1993 Rock 'n Roll Racing Executive producer
1993 SimCity Enhanced CD-ROM Executive producer
1993 Star Trek: Judgment Rites Executive producer
1993 Interplay's 10 Year Anthology Executive producer
1993 Buzz Aldrin's Race into Space Executive producer
1994 ClayFighter 2: Judgment Clay Executive producer
1994 Heart of the Alien Executive producer
1994 Out of This World Executive producer
1995 Mario's Game Gallery Executive producer
1995 Stonekeep Executive producer
1996 Blood & Magic Executive producer
1997 Fallout Executive producer
1997 Star Trek: Starfleet Academy Director (project leader)
1998 Of Light and Darkness: The Prophecy Executive producer
2000 Wild Wild Racing Executive producer
2004 The Bard's Tale Designer, executive producer, writer
2007 Line Rider Executive producer
2011 Hunted: The Demon's Forge Executive producer, writer
2014 Wasteland 2 Director, producer
2016 Torment: Tides of Numenera Director, producer

References

  1. ^ a b c American Pioneers: The Fargo Family History. ISBN 0-918329-33-7. {{cite book}}: Cite has empty unknown parameter: |coauthors= (help)
  2. ^ a b Craddock, David (2013-10-30). "Gamasutra: David Craddock's Blog - "Stay Awhile and Listen - Book I" Bonus Chapter: An Interview with Brian Fargo". Gamasutra. Retrieved 2016-10-17.
  3. ^ The Demon's Forge at MobyGames
  4. ^ Fargo, Brian (January 1982). "Packing Pictures, Saving Shapes". Softline (letter). p. 2. Retrieved 13 July 2014.
  5. ^ Mindshadow at MobyGames
  6. ^ McLaughlin, Rus (July 21, 2010). "IGN Presents The History of Fallout". IGN. Retrieved 25 August 2010.
  7. ^ "The Origin of Fallout". IGN. December 12, 2013. Retrieved November 21, 2015.
  8. ^ a b Carless, Simon (September 15, 2009). "GDC Austin: How Fantastic Contraption Became A Fantastic Hit". Gamasutra. Retrieved 25 August 2010.
  9. ^ a b Trey Walker (February 9, 2002). "GameSpot Interview with Brian Fargo". GameSpot. Retrieved 25 August 2010.
  10. ^ a b inXile entertainment Archived 2011-07-13 at the Wayback Machine
  11. ^ CGW 148: "The 15 Most Influential Industry Players of All Time".
  12. ^ "Brian Fargo dev chat log". October 15, 2003. Retrieved September 7, 2014.
  13. ^ Michael McWhertor (March 15, 2010). "Hunted: The Demon's Forge, A Dungeon Crawl For The Gears Age". Kotaku. Retrieved 25 August 2010.
  14. ^ a b "GameStar: Knights of the Roleplaying Table. Brian Fargo". May 5, 2012. Retrieved May 14, 2012.
  15. ^ "Wasteland 2 Kickstarter Drive ends, $3.04M raised". Wasteland.inxile-entertainment.com. April 17, 2012. Retrieved March 7, 2013.
  16. ^ inXile Entertainment (March 6, 2013). "Torment: Tides of Numenera". Retrieved March 7, 2013.
  17. ^ Chapple, Craig (March 6, 2013). "Record shattering Torment Kickstarter breaks $1m in six hours". develop. Retrieved March 7, 2013.
  18. ^ Brian Fargo On Bringing Back The Bard's Tale
  19. ^ "The Bard's Tale IV". Kickstarter. Retrieved November 21, 2015.